FFB on Mods.. not as good. Soluition?

What makes me not play it is that the FFB is way worse the what is in the orignal game.
Ive tried other mods too and its always the same.. The ffb is there but the wheel is al light and i cant feel the grip in the tires...

Is there a way to fix this.. and get as good FFB in mods as in Original game?

Try to look inside your RealFeelPlugin.ini file on the main folder. Every time you race with a new car (addon), the game will check for entries in this file, and if they are not there, it will add an entry (normally the car's name or abbreviation) and copy the parameters from [General] section.
The best solution is to merge the mod's references into this .ini profile (Blancpain does have these entries specified in a file or readme that accompanies the mod).
After merging (or after racing a car for the first time), take a look on the entries and (if you feel the need) adjust the values to suit your taste, i.e., mainly the MaxForceAtSteeringRack value. Lower is stronger. Sometimes, some mods need to have a minus sign before the value, otherwise the ffb will be backwards (inverted).

For my HistorX mod I have dozens of entries, each one with specific settings that make every car handle just right.

Here are the BlancPain entries in my .ini (they may be incomplete, because I've only installed - not played - and I have so many mods merged, but it is a start).
Please note that I haven't tweaked them, so the value 3000 may be weak or strong, depending on your setup. For more info, try to look inside the mod for some readme.txt or similar. Cheers.

Interesting question. I've just discovered while converting the Legends Cars mod, that the entries are generated based on the first 5 characters on the "Description=" line inside the .veh files. So, the entries recommended on the manuals or readmes doesn't always apply, it is important to check car by car.
In the event that you drive a car for the first time and an entry isn't generated, chances are that you drove a car with the same description before, and then they are "sharing" an entry.
Best way to find out other than editing the .veh files is starting with a "clean" (original) copy of the realfeelplugin.ini file and then driving the car. This will "disclose" his entry. Just alt-tab and edit the realfeelplugin.ini as soon as you are on the pits after loading the track.

Thank you Jebus.
Well, after 5 or 6 hours more working on the Legends Cars mod, I've discovered (by trial and error) that the realfeel plugin picks the first 5 characters from the "Description" in the .veh files, and set this as an entry for every specific cars. (Ok, this is news for me, but may be old news for the modders out there).

This means that, unless the cars pertaining to a same class/type have exactly the same 5 chars in the beginning of description, there will be several entries, possibly one per car in the realfeelplugin.ini file.
This may be nice for fine control on mods made by various cars (different), but in the specific case of Legends Cars, where all cars are the same, this is a pain in the arse, and this in fact made me write a quick utility that helped me to change the 141 veh files in the mod.

So, to sum things up, everyone thinking about porting mods to GSC must keep this in mind, and provide guidance for the users about what kind of entry they should tweak in the realfeelplugin.ini file in order to experience optimum FFB.